github Lattymoy/daggerfall-js-source app-v0.1.6751

latest releases: app-v0.1.6821, app-v0.1.6815, app-v0.1.6809...
4 hours ago

Patch Notes: Morrowind steel skirt, attack pacing and spell effects

Morrowind steel armor

  • The steel plate cuirass now has its skirt, painted with its own texture.
  • The steel plate no longer T-poses in game. It follows the body's arms and legs.

Morrowind attack animations

  • Attacks now keep up with your attack speed. At high Speed every blow is drawn, and each one connects when its damage does.
  • Other players' fast attacks play at their pace too.

Morrowind spellcasting

  • Casting a spell plays the Morrowind casting animation through to the end, and the spell leaves your hands on the cast's release.
  • Your weapon leaves your hand while a spell is readied.
  • With Morrowind data installed, spells use Morrowind's own effects: the glow around the caster and on your hands, the bolt a target spell flies as, the hit on whoever it lands on, and the burst of an area spell. Spells from enemies and other players show the casting glow and the bolt too.
  • New switch under Features > Combat: Morrowind Spell Effects, on by default.

Patch Notes: Landforms

Taller mountains

The high ground of the Iliac Bay stands taller, the way the map draws it. Lowlands and coasts are unchanged. Uplands rise, and the great ranges in the north-east and south-east stand about half as tall again: the Dragontail summit rises from about 1.7 km to about 2.7 km. Sea cliffs stand as Daggerfall has them, and the land behind them rises to its new height a little way inland, so no cliff over the sea is steeper than before. The horizon shows the new mountains as well.

Roads cut into the land

Roads and tracks run level across instead of draping over every bump. On a hillside they are cut into the slope with a bank up to the land, and built up on the low side with a bank down to it. On the steepest hillsides the banks stay gentle enough to ride down, and the road leans a little with the slope. Where a road crosses a river it runs across on a causeway, and the river's channel runs right up to it. Where a track crosses one, it fords it.

Rivers with depth

Rivers and streams (when Rivers and Streams is on in Basic Roads) now run in channels below their banks instead of lying flat on the fields. Rivers sit about 2.4 m down and streams about 1 m. On a hillside the low side gets a levee. Online, Rivers and Streams is on for everyone in a room and locked there, like the road settings, so every player sees the same rivers and stands in the same channels.

Steady footing

  • With Travel Options on, a journey down a steep road follows the road instead of flying off it into a fall.
  • If the roads arrive after you have loaded in (online, or on a slow connection), whatever lies on the ground stays on it as the ground settles, and so do you. A download of the roads that never answers is tried again instead of leaving you on a roadless world.

It's on by default as Landforms in the Enhanced menu's World features. Turning it off brings back Daggerfall's own ground. It takes effect the next time the world loads. Beaches, the sea and town tiles look exactly as before. Saves made with Landforms on load safely on a copy of the game without it, and saves from before it put you back where you stood.

What's Changed

  • LANDFORM1-3 + AUDIT LANDFORMS I and II: the heightmap raised, roads cut into the land, rivers in channels by @Lattymoy in #655
  • MW-STEEL2, MW-PACE1, MW-CAST1, MW-SPELLFX1: the steel skirt and bind pose, attack pacing, the cast played, Morrowind's spell effects by @Lattymoy in #671

Full Changelog: app-v0.1.6721...app-v0.1.6751

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